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Dexter1258

Guys the wife is pissed...

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I was 1-4 playing as the corp and I played a wayland deck tonight. She was owning me up until my turn came and I played a scorched earth. 4 meat dmg and she only had 2 cards in hand. We're new to this game but it does seem unusual that 1 card can end a game like that. Is this normal? I checked the FAQ and didn't see an errata. Anyone run into a grouchy opponent while using this? Any suggested counters?

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Generally the runner should avoid having tags on them, when the corp is about to take it´s turn. It´s also a good idea, as runner, to have as close to 5 cards (or more if you got the proper resources) as possible, as that makes you less susceptible to an aggressive corp. There are also cards to protect against different kinds of damage. In this instance a card like this could have helped:

med_plascrete-carapace-what-lies-ahead.p

Netrunner is also about knowing which kinds of risks to take and when to take them. This is something which comes with experience and next time your wife plays against a Weyland deck she will be sure to remember that nasty event ;)

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Generally the runner should avoid having tags on them, when the corp is about to take it´s turn. It´s also a good idea, as runner, to have as close to 5 cards (or more if you got the proper resources) as possible, as that makes you less susceptible to an aggressive corp. There are also cards to protect against different kinds of damage. In this instance a card like this could have helped:

med_plascrete-carapace-what-lies-ahead.p

Netrunner is also about knowing which kinds of risks to take and when to take them. This is something which comes with experience and next time your wife plays against a Weyland deck she will be sure to remember that nasty event ;)

What data pack is this one in?

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A single scorch is nothing.  Wait until you get double or triple scorched.

how does this happen?

 

 

 

Several possible ways.  The most common is using SEA Source and two Scorched Earth in a row.  Biotic Labor can get enough clicks for the third scorch (very expensive, though).  Recently a new combo using Accelerated Diagnostics with Jackson Howard has shown up, but it's very difficult to pull off.

 

Other ways are using things like Snare! to help out by tagging and damaging the runner on their turn (False Leads helps with this as well).

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Recently a new combo using Accelerated Diagnostics with Jackson Howard has shown up, but it's very difficult to pull off.

 

 

 

 

 

Not that difficult if you keep in mind you only really need to have three specific cards in hand...so it's actually easier to pull off than SEA Source into double scorch, since the chance to have 3 separate cards in hand is higher than having two copies of the same card along with a third card.

 

Anyways, back to topic: As has been mentioned, you typically don't want to go below 4 cards in hand against a weyland deck (or a NBN deck that hasn't shown you where it's influence was spent). Also, pretty much never make a run on anything but Archives if the corp has 4 credits and you have less than 3 cards in hand due to Snare!

 

Concerning Plascrete Carapace: One possible replacement for Plascrete Carapace might be Crash Space, if you want to avoid bying What Lies Ahead (which I wouldn't, since simply the additional agendas are worth it). Crash Space only protects you from 3 Meat damage, but that should be sufficient, and in the meantime you can even use it to get rid of tags cheaper. Only downside is it's 2 influence, so it might be kinda hard to fit into a non-criminal deck (oh, and there's only 2 of 'em in the core set)

Edited by Pentregarth

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Recently a new combo using Accelerated Diagnostics with Jackson Howard has shown up, but it's very difficult to pull off.

 

 

 

 

 

Not that difficult if you keep in mind you only really need to have three specific cards in hand...so it's actually easier to pull off than SEA Source into double scorch, since the chance to have 3 separate cards in hand is higher than having two copies of the same card along with a third card.

 

 

 

The chances of having 3 cards in hand is exactly the same as the chance of having 3 cards in hand. I think you mean that you would have 3 out of 9 cards to search for instead of 3 out 6 and that's true but I don't think the difference is that significant. The AD combo is harder because it requires you to hold on to JH which is a trashable card and it also requires 2 more creds to pull off. And finally while power shutdown is a good card to have 1 or 2 of to get rid of plascretes (or more likely some annoying program) Accelerated Diagnostic is a completely useless card until you find all of your pieces so including it in your deck really hurts your deck. For all of those reasons the accelerated diagnostic combo is harder to pull off then the regular SEA source, scorch, scorch.

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I've been running with crash space as well as muresh body suit. I do not have the first data pack. I've picked up 4 data packs so far. We feel like we have plenty of cards to play with for a while and mix stuff up for a while. I am interested in the new deluxe expansion that comes out down the road as it has my preferred criminal contingent. Also, we've been doing our runs incorrectly. When running against 2 pieces of ice for example we have not been resetting the runners strength after encountering and overcoming the first piece of ice. Has anyone else made this mistake?

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The chances of having 3 cards in hand is exactly the same as the chance of having 3 cards in hand. I think you mean that you would have 3 out of 9 cards to search for instead of 3 out 6 and that's true but I don't think the difference is that significant.

 

Yep, that's what I meant, sorry if that came across wrong ^^ The difference isn't very significant, that's also true, but the fact remains that the combo (and I'm purely talking about the combo here) is somewhat easier to pull off than Sea->double scorch (disregarding the 2 additional credits, but I don't think those should be extremely hard to get ^^).

I fully agree with you that AD is pointless outside of the combo, and JH could be trashed before you get to use him, but you could also put him in a well-defended remote until you need him, using his other ability to get your combo together a bit quicker.

I'd say we should agree that both versions of this combo are pretty much equally viable, as well as equally frustrating for the runner ;)

 

@ Dexter: Making mistakes is pretty normal in the beginning. While the rules of Netrunner aren't overly complex, they do have a lot of nuances to them and there's a lot of room for small oversights like the one you mentioned. I found it helps reading through strategy articles and other people's decklists, both to come up with new ideas and to find mistakes one kept making. For example, a friend of mine thought the corp could purge only one virus counter at a time for three clicks, leading to quite a bit of frustration on his side when playing against my anarch deck (he didn't say anything, though, the issue only came up when I asked him why he hadn't purged once against all of my parasites and datasuckers ^^)

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I've been running with crash space as well as muresh body suit. I do not have the first data pack. I've picked up 4 data packs so far. We feel like we have plenty of cards to play with for a while and mix stuff up for a while. I am interested in the new deluxe expansion that comes out down the road as it has my preferred criminal contingent. Also, we've been doing our runs incorrectly. When running against 2 pieces of ice for example we have not been resetting the runners strength after encountering and overcoming the first piece of ice. Has anyone else made this mistake?

 

The first time I played Netrunner, I couldn't tell whether or not the +1 strength boost on programs like Crypsis was permanent because the card didn't specify when the effect expired. It's an understandable mistake. In most cases, the strength boost only applies against a single piece of ice.

 

Note that certain Shaper icebreakers do boost their strength for the duration of a run; if this is the case, the card will state that the strength boost lasts for the whole run. Gordian Blade is an example of this type of effect. 

 

Criminals tend to be very good at avoiding tags and damage. Crash Space and Decoy from the core set both help to prevent Scorched Earth damage, and the data packs introduce plenty of other ways to avoid bodily harm (ex. Plascrete Carapace and Muresh Bodysuit). Even if you don't have any of these cards available, you can keep yourself out of SE range by keeping your hand full and never running on your last click. This last point is particularly important when your opponent's ice or assets are capable of tagging or damaging you -- if you have spare clicks left after a run goes poorly, you can remove tags and draw cards to keep yourself alive rather than passing the turn battered and tagged.

Edited by Covered in Weasels

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I've been running with crash space as well as muresh body suit. I do not have the first data pack. I've picked up 4 data packs so far. We feel like we have plenty of cards to play with for a while and mix stuff up for a while. I am interested in the new deluxe expansion that comes out down the road as it has my preferred criminal contingent. Also, we've been doing our runs incorrectly. When running against 2 pieces of ice for example we have not been resetting the runners strength after encountering and overcoming the first piece of ice. Has anyone else made this mistake?

 

The first time I played Netrunner, I couldn't tell whether or not the +1 strength boost on programs like Crypsis was permanent because the card didn't specify when the effect expired. It's an understandable mistake. In most cases, the strength boost only applies against a single piece of ice.

 

Note that certain Shaper icebreakers do boost their strength for the duration of a run; if this is the case, the card will state that the strength boost lasts for the whole run. Gordian Blade is an example of this type of effect.

It's good to know we weren't the only ones. We are learning new stuff all the time. When 2 newbs are teaching eachother, mistakes are bound to be made.

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Any of you all have any luck recruiting family or friends to this game? Were u able to bring anyone into the game?

 

I have several friends who play Magic, and every single time I introduced one of them to Netrunner they absolutely loved it. However, I haven't got anyone to buy their own Netrunner cards; as a result, we continually dismantle and reassemble decks as each person prefers their own Corp and Runner factions. 

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I have to date demo'd for... lemme see... at least 15 people. Of those 15, at least 6 I know to have bought the game, and 3 of which I get to play at least semi-regularly.

It's going to be hit and miss when you're introing people, but some will like it straight up and get into the hobby. Just make as much effort as you can to explain the game clearly and thoroughly, and help them to understand how the game works. They'll know usually after a game whether they want to play more or not.

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